using System;
using ns27;
using Triton.Game.Mono;

namespace Triton.Game.Mapping
{
	[Attribute38("AdventureBossCoin")]
	public class AdventureBossCoin : PegUIElement
	{
		public static string s_EventCoinFlip => MonoClass.smethod_8(TritonHs.MainAssemblyPath, "", "AdventureBossCoin", "s_EventCoinFlip");

		public GameObject m_Coin => method_3<GameObject>("m_Coin");

		public MeshRenderer m_PortraitRenderer => method_3<MeshRenderer>("m_PortraitRenderer");

		public int m_PortraitMaterialIndex => method_2<int>("m_PortraitMaterialIndex");

		public GameObject m_Connector => method_3<GameObject>("m_Connector");

		public StateEventTable m_CoinStateTable => method_3<StateEventTable>("m_CoinStateTable");

		public PegUIElement m_DisabledCollider => method_3<PegUIElement>("m_DisabledCollider");

		public bool m_Enabled => method_2<bool>("m_Enabled");

		public AdventureBossCoin(IntPtr address, string className)
			: base(address, className)
		{
		}

		public AdventureBossCoin(IntPtr address)
			: this(address, "AdventureBossCoin")
		{
		}

		public void SetPortraitMaterial(Material mat)
		{
			method_8("SetPortraitMaterial", mat);
		}

		public void ShowConnector(bool show)
		{
			method_8("ShowConnector", show);
		}

		public void Enable(bool flag, bool animate)
		{
			method_8("Enable", flag, animate);
		}

		public void Select(bool selected)
		{
			method_8("Select", selected);
		}

		public void HighlightOnce()
		{
			method_8("HighlightOnce");
		}

		public void ShowNewLookGlow()
		{
			method_8("ShowNewLookGlow");
		}

		public void EnableFancyHighlight(bool enable)
		{
			method_8("EnableFancyHighlight", enable);
		}

		public void ShowCoin(bool show)
		{
			method_8("ShowCoin", show);
		}
	}
}
